Fort Knocks - knight otu judging

OK, after a rediculous fight with the bloody paint program that I have to work with, I've extended the map for your strategicic distance interaction. You can only get about 150 feet back and still attract/target them, But when you come out onto the road at that distance they take notice and begin to close.

Please place yourselves on the map and state at what distance you will start using ranged weapons (attack and damage bonuses, please).
 

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Nodis starts using the crossbow (I don´t think I´ll do real damage, just to get their attention) and will save the oil and holy water for later in the fight.
 

OOC:
Eusebius will place himself at RR9 and aim for the nearest skeleton. The sling has a range increment of 50ft and his attack bonus is +2 and damage is 1d4+1. He will concentrate on that skeleton until it goes down (optimist, eh?) and then switch to the nearest remaining skeleton.

Assuming that the oil works as per the magic stone spell, E will apply the oil before combat begins (since the spell has a duration of 30 minutes or until discharged), then fire sling bullets until the skellies are at a range inside the second increment. That is, he'll wait to attack with the magic stones until he can attack with a single range penalty of -2, which equates to an attack bonus of +0.
 

Rurik's 10' in front of Eusebius, and 10' to the left. So that puts him at PP7, I think. And he'll not be using ranged weapons at all, so it's readied melee attack until the skells close to their position.
 
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Round one: the undead move towards the group, the skeletal warriors scuttling along while the fleshy zombies staggar behind. As you launch your mundane missles towards the group, Nodis and brother E's projectiles go astray, while Atrax's hits but lodges uselessly between the lead skeleton's ribs.

Round 2: As the skeletons get closer, brother E launches one of the specially annointed stones and is gratified to see the lead skeleton explode with its power. Atrax shoots with his shortbow again, but this time the arrow goes astray entirely. The ranger drops his bow to the ground and unsheaths the magical daggar that he had been entrusted with.

What will nodis do this round? attack and damage bonuses would be helpful.

edit - do these maps turn as tiny and crappy to everyone else when posted here as they do for me? :\
 

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Rurik: +8, d10+4 (x3)

[Yeah, Rurik's in PP7, not in the middle of the road (if in fact that's him under the red dot).]

"Get yer arses behind me if yer want pertection! 'Ere comin'!" Rurik bellows at his comrades.

As if to influence that decision, Rurik yells a few more curses in Dwarven at the skeletons in order to lure them his way.
 

Nodis shoots again (+2 to hit, 1d8 piercing damage), and the next round starts manifesting Astral construct (again using Overchannel and Talented)
 

dpdx said:
Rurik's 10' in front of Eusebius, and 10' to the left. So that puts him at PP7, I think.
OOC:
Ah, I thought you meant 10' to the left according to the character's orientation, not the computer screen. (Of course, I didn't bother to read the map reference. :o ) That leaves them wide open - especially Nodis. Any particular reason you need to be on the verge of the road? If Eusebius moves, he misses his next shot, since reload is a move-equivalent action for him. If you're agreeable, dpdx, and since it hasn't impacted on the melee yet, any chance that you could retroactively relocate Rurik to the red dot? Eusebius wouldn't have started this gig without having adequate protection - Rurik - in place, particularly for Nodis.

Or, KB, if dpdx really wants Rurik on the verge - perhaps so difficult terrain will slow down the skeletons? - then can we all relocate so that Eusebius and Nodis are behind the buffer of Rurik and Artax?

BTW, KB, the answer to your question is yes - the thumbnails are useless - but I just open the picture in a new tab and it's fine!
 

ooc: moved folks around to reflect Rurik's love for the underbrush. ;)

Nodis fires his crossbow again, but misses the boney undead. As the continue forward, two make it to the group, one charging Rurik and the other Atrax. Rurik interupts his skell's charge with a mighty swing of his war axe, and the (just barely) still standing skeleton swipes ineffectually at him. The other creature strikes the ranger with its claws, but does little damage (2 hp).
 

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"Hah! Friend Artax, that one I leave to you - I will deal with the one on your left."

OOC:
Eusebius launches a magic stone at the skeleton at OO11 - +3 attack, 2d6+2 damage.

If engaged in melee before firing the third stone, E will hold onto the loaded sling and kick out, so that he can use the sling again at his earliest convenience.

 

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